Cube Defense
Notice:
Game development has been halted indefinitely pending changes in the Custom Game system to make it possible for me to update the damn map, and, hopefully, the removal of the popularity system.
So, the map is up for grabs. It's in the Public Domain and you can pick it up, fix it, change it, break it, fork it or whatever.
It you do try to take a stab at taking over, I'm likely available for light consulting in explaining just what the hell is going on in the code.
Best chance of getting hold of me is at rightlyslandom<at>gmail<dot>com
Cube Defense
Remake of the old classic, Cube TD for WC3, by CordialSpam.
Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.
What sets this TD apart, is the fact that mazing is not only possible, it is required in order to complete the game at all. And if you want to stand a chance on the higher difficulty settings, you'd better be ready to understand and abuse the pathing, block the mobs from doing what they want and force them to do your bidding and take the long way around your maze - and preferably run through it two or three times before they get out on the other side.
Defend the Cube either alone, or with an Ally, using the in-game dialog to choose which you prefer. Dynamic team placement allows for any combination of teams of two and solo players in any one single game, meaning you don't have to look for a game with your preferred game mode. Just join up and start defending!
Features:
- 4 Difficulty settings
- 2 Game modes
- Dynamic, in-game Team picking and placement
- Individual difficulty
- Selling of towers
- Working range indicators
- Snaring of flying units
- Anti-blocking feature
- and Awesome awesome gameplay.
Known Bugs:
There is a known, game breaking bug that kicks in for many people around wave 20-25, depending on how many people are in the game. Stuff starts turning invisible and the map becomes very hard to beat indeed. It seems to be caused by a memory leak of sorts, debug tools are non-existant, I am at a loss for what is causing it, and don't intend to remake the game from scratch to try and fix it, at least not until the Custom Game system is "good".
Memory leak, I have no idea what's wrong, and can't really be arsed to look further into it until Blizzard shapes up and fixes the atrocious custom game system.
Weird pathing? No idea, I'm just using what Blizzard provides.
Health on Insane mobs being funky? Yeah, I messed around with their HP at some point, trying to increase the difficulty. Seems I didn't end up with something that was all that logical, but, hey, any fixes I make are gonna be increases in HP, so consider it a bit of a breather before it the game cocks up and becomes way hard.
Targeting priority is set to distance from tower, closest first. I'm pretty sure it can be changed to lowest HP first, but, well, the data editor doesn't work on Linux, I can't be bothered to boot over, I don't intend to do map editing until as written above, and anyway, I am not sure I'd want to.
I'm happy someone likes the map and keeps playing it. Now, all that needs to happen is that someone picks up the project, fixes that stupid invisibility bug and carries the torch forward. That or Blizzard changing their policy.
Which happens is not a wager I'm willing to make.
First of all thank you for this map, Cube TD will always be one of the best TD-maps ever.
Although the memory leak "bug" is frustrating it is still interesting to play with it as sort of a handicap. Mazes with a rather limited amount of towers will most likely never enter the "invisible mode" and even then you can still try to finish the remaining levels as long as you don't have to build new towers (selling a tower and building an new one during wave-transitions has a good chance that the new tower can be seen and selected for a sufficient period of time). You can select and upgrade towers that already existed, but they will become "invisible" after the upgrade, so the best way to do multiple upgrades on different towers is to put them into control groups to be able to reselect them later on (helped me during the last 3 waves to beat "insane").
One thing I noticed is that the towers seem to have no priority system. Usually I would expect them to choose the target with the shortest remaining distance to the cube or in dependency of the remaining health. Instead the player may choose targets manually being able to do a little micro management. Is this intentional? Why can't one stop the towers from firing then?
I am also a bit curious about the "hybrids" and the "supply depots" (I think they are waves 6 and 7). Of course hybrids are the badass mobs of SC2 but why do they have 500 more hp than the depots even if thy come before them? ;)
Some minor issue I encountered was that mobs took strange paths. They were walking a straight line until I built a tower next to that line (not blocking their way or altering the pathlength etc.) and they chose to walk around this tower. Could it be that walking not exactly horizontally is as fast?
Just my 2 cents
Hi...I have reached stage 29 a number of times but it never happened to me.This one time when I made that "Perfect maze" its happening everytime on stage 27.I have tried quitting SC editor and starting again from the last save but it happens everytime.So the theory that it happens when the game has been played for long time is incorrect.I uploaded my save file ....use it to recreate it.Hope it helps
http://www.2shared.com/file/YSC73X_D/Cube_Defense__78_.html?
(click on "Save file to your PC: click here" in the bottom all other Download buttons are ing Ads)
Cheers Paul
I'm very new to the SC2 map editor but after a few tests I can confirm that there appears to be a memory leak. After playing around with a few of the triggers I saw that I was only having memory increases during the spawning of adds, which would continue to rise with each new wave. If I just had a single wave spawn with no following waves the leak would occur during the wave and stop as soon as the wave was killed off.
Again, I don't know enough about the editor to be of too much help but it looks like the leak may be occurring when the spawnwave trigger is called.
Hope this can help.
Well, Infusioner did a bunch of tests for me, the results of which are that it is probably a memory leak of sorts causing the error.
Disabling the texture under the towers did nothing, building the maze in the editor then running the map didn't cause the bug to instantly happen, nor did the bug happen with a premade maze and jumping straight into the later waves. So, it happens when stuff has been going on for a good long while.
let me know what you want tested and I will look into it for you
Fixed the level 3 ground tower, and tweaked the ice towers damage in v1.4.
Well, oops.
If any of you who actually experience this bug (I can't seem to recreate it for the life of me) would be so awesome as to want to test a couple of things out, I have a few suggestions for how to try and narrow it down.
Write here or in a PM, and be awesome and nice
Thanks for the update. I notice you forgot to remove the slow effect of the roach though (now that its a normal tower ;)
The dreaded invisible bug seems to happen for me even in single player using the map editor "Test Map" option (round 21 this time). I have a save file of the invisible bug that i can send over if it will help you at all?
Edit: Also, how about removing all bullets (like the rockets of the first turrets)... just to see if its the huge amount of models and particles being generated causing it.
Well, now I fixed some of the issues reported below, but I haven't been able to track down the Invisible Stuff one. I'm sort of leaning towards it being a Starcraft bug, but that's only because I am basically clueless as to what else it could be.
Anyway, no more path blocking and a ton of new models, as well as lives and other goodies. That'll make up for the fact that the map is still potentially unplayable with multiple players, right? >_<
I believe the invisible bug happens when a certain amount of buildings are made, I find if 3/4 or more players are still in it starts happening around wave 18. If theres 2 players anywhere from wave 20 onwards depending on how many buildings we are using to maze.
Wave 7 and 14 both have collision, and can thus misbehave.
I was going to redo a bunch of the models in this version, but a crash lead to a corrupt map, which means I lost all the progress I made in that department. That got my slightly annoyed.
So, I'll just fix a couple of bugs, and leave the big improvements for later.
I'll start by saying thanks for this map, I'm glad to see a mazing TD work its way into SC2. :)
On to the feedback/bug reports. First off, you probably know about this by now, but pretty frequently I find myself being unfairly defeated (in solo mode) when someone else lets a mob through, even when I don't leak.
Also, about 90% of the time I'll experience "invisible TD" mode (AKA, "this weirdness" :P) if I make it past wave 26 or so. This even happens if I'm alone in the game. It typically hits me between wave 27 and 29 or so, often in the middle of a wave. I'll try to pay closer attention to my activities at the time it happens it from this point on, though I'll say it doesn't seem exclusively tied to building/upgrading.
Also, the other day, wave 14 (zerg cocoons) decided to obliterate a section of my maze at the third waypoint, even though there was definitely a 1-space gap (the entrance and exit were the same gap). Wave 14 seems to have funny collision, and they probably decided to blast their way through as they got stuck on each other.
Yeah, I'm getting reports on this, but haven't been able to track down a cause. If you're experiencing this weirdness, I'd really like to know what wave it happened on, at which time during the wave, with how many players and what you were doing/building immediately before it happened.
Probably my favourite map so thx for it. Theres a bug with unit counts somewhere, if you get past a certain building limit the game goes into overload and crashes, you can tell when its going to happen as the buildings and mobs start going invisible and you can no longer upgrade. Only seems to happen when 3 or more players make it to about wave 20 and they all have big mazes.
koffiegast: Appears you may have experienced problems on Wave 7, that one appears to have lost some pathing options with retail without me noticing. I'll have a new version (1.3) up tomorrow, hopefully. If this wasn't the cause of your problem, I'd really like to know what was.
You may be right that the map is slightly different, map sizes are calculated differently in SC2 than they were in WC3. But, even if Air towers cover less ground, the game is very beatable is it is.
And yeah, the rewards are calculated differently here. I dislike the end of round rewards, so I upped the kill rewards instead. This isn't a port of the old game, it's a remake. It draws heavily from the WC3 version, but I have changed stuff here and there.
As to block punishment, I haven't been experiencing that wrongfully since version... was it 0.7? You're gonna have to provide some information about how you made that happen. Units have no pathing, so they can't block themselves. Are you sure you're playing this map, and not a broken knockoff?
First off: Thanks for remaking Cube TD.
Secondly, this map needs serious fixing. I'm being punished for blocking while the units are blocking themselves OR when the path is too long (mind you I made a maze just lik in wc3 which forces them to walk the same path 4 times). Guess what they did? They destroyed my maze, ran to the middle, then at the end "being Punished for blocking" while it wasn't blocked! If you need screenshots I'd happy to, but this isn't fun at all, when you are supposed to make a maze, only to have units destroying your maze cuz they wrongly think theyre blocked.
Something else I noticed was that it isn't completely the same as WC3, the map size seems to be a bit bigger (air used to cover almost 4 waypoints, now its at most 2), upgrades seem slower than the mobs are moving. The last thing might be wrong from my memory, but I thought we'd get a small bonus after completing a round. I realized those things cuz my old tactic didn't work anymore :<. But still, that being punished for blocking while I'm not blocking needs some serious work.
I just downloaded the map great stuff I hope you continue to update it.
I'd really like to get in touch with the people who published Cube Defense onto the servers. There are some major bugs I've been fixing, and the game needs updatin'.
So, if you did it or know who did, please get in touch with me. Message here or an email or something.